StormeReigns wrote: »TequilaFire wrote: »TequilaFire wrote: »Cirantille wrote: »
-
Sincerely
PvE healer main
my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.
I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.
Still you are going to get less healing than you would normally and this is what at least half of us want it seems
The way to deal with this is learn to target and take out healers in a group first.
Like it or not smart play and organization will always win, except for now when you can't even count on your abilities working in the first place. Now it it is like an RNG fight a lot of the time!
Bottom line till performance gets back to a least ESO normal lag no changes to any balance should be made so the results can actually be validated.
Are you actually suggesting using the same tactics and logic found in PvP of other games to focus and take out the healer first just might help in ESO PvP?
But... but what if the healer is sorc though?1!
We don't need any more... you know repeats Cant use logic in these areas...
to be honest I don’t see any prospects for periodical heal (HOT s) in this game. DMG is to fast and hot s is to slow, u need one target have 3-4 hot s to be effective.
When you have 6 mutagens stacked you get 3 ticks per second on average, might be just me but such lies make you seem biased.
I think you're exaggerating.
While you wait until 3 times your hot stuck up, I will make 3 times more heal for instant healing.
in this game, periodic effects cannot compete with instant ones, both in damage and in healing
to be honest I don’t see any prospects for periodical heal (HOT s) in this game. DMG is to fast and hot s is to slow, u need one target have 3-4 hot s to be effective.
When you have 6 mutagens stacked you get 3 ticks per second on average, might be just me but such lies make you seem biased.
I think you're exaggerating.
While you wait until 3 times your hot stuck up, I will make 3 times more heal for instant healing.
in this game, periodic effects cannot compete with instant ones, both in damage and in healing
These kinda replies make me think you and many others have never been in a pvp raid in last few patches
the amount of healing that even 6 players can stack with this one skill is unreal we are talking 5-6k HPS per target
just from that one skill
Why when PTS is up do people suddenly come up with weird requests?
The time for suggestions was maybe a month or two ago. It’s like no one’s ever heard of a development cycle.
I also think in regards to healing people from consoles should be ignored. No offense, but no one seems to use ACT... come to think of it, even on PC most people don’t. Perceptions are so out of touch with what’s really going on in the game.
Self healing is stronger than group healing for the most part. In CP if you’re building right you can get vigor ticks almost as strong as breath of life, two ticks for more.
Why when PTS is up do people suddenly come up with weird requests?
The time for suggestions was maybe a month or two ago. It’s like no one’s ever heard of a development cycle.
I also think in regards to healing people from consoles should be ignored. No offense, but no one seems to use ACT... come to think of it, even on PC most people don’t. Perceptions are so out of touch with what’s really going on in the game.
TequilaFire wrote: »My thoughts are nothing really matters in a sinking game.
TequilaFire wrote: »TequilaFire wrote: »Cirantille wrote: »
-
Sincerely
PvE healer main
my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.
I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.
Still you are going to get less healing than you would normally and this is what at least half of us want it seems
The way to deal with this is learn to target and take out healers in a group first.
Like it or not smart play and organization will always win, except for now when you can't even count on your abilities working in the first place. Now it it is like an RNG fight a lot of the time!
Bottom line till performance gets back to a least ESO normal lag no changes to any balance should be made so the results can actually be validated.
TequilaFire wrote: »TequilaFire wrote: »Cirantille wrote: »
-
Sincerely
PvE healer main
my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.
I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.
Still you are going to get less healing than you would normally and this is what at least half of us want it seems
The way to deal with this is learn to target and take out healers in a group first.
Like it or not smart play and organization will always win, except for now when you can't even count on your abilities working in the first place. Now it it is like an RNG fight a lot of the time!
Bottom line till performance gets back to a least ESO normal lag no changes to any balance should be made so the results can actually be validated.
xXMeowMeowXx wrote: »TequilaFire wrote: »TequilaFire wrote: »Cirantille wrote: »
-
Sincerely
PvE healer main
my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.
I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.
Still you are going to get less healing than you would normally and this is what at least half of us want it seems
The way to deal with this is learn to target and take out healers in a group first.
Like it or not smart play and organization will always win, except for now when you can't even count on your abilities working in the first place. Now it it is like an RNG fight a lot of the time!
Bottom line till performance gets back to a least ESO normal lag no changes to any balance should be made so the results can actually be validated.
They don’t want smart PvP they just simplistic COD PvP at this point....
#BringBackWrobel
it will be increased to 60% reduce which will be a 20% nerf in game which is way way way to much
it will be increased to 60% reduce which will be a 20% nerf in game which is way way way to much
I am not so good with understanding math besides simple subtraction and summation.
But from 50% to 60% is 10% or not? If you count 10% as double, then would that not mean that 50% reduction would be 100%? Which it is not, otherwise all healing would be 0 in pvp. While in reality it is just 50%, just like 60% will be 60%, not 70%.
GetAgrippa wrote: »it will be increased to 60% reduce which will be a 20% nerf in game which is way way way to much
I am not so good with understanding math besides simple subtraction and summation.
But from 50% to 60% is 10% or not? If you count 10% as double, then would that not mean that 50% reduction would be 100%? Which it is not, otherwise all healing would be 0 in pvp. While in reality it is just 50%, just like 60% will be 60%, not 70%.
Let's take a 10k Breath of Life. Fifty percent of 10k in Battle Spirit is 5k. Forty percent of 10k in Battle Spirit is 4k. 4k is 20% less than 5k.
TequilaFire wrote: »Why when PTS is up do people suddenly come up with weird requests?
The time for suggestions was maybe a month or two ago. It’s like no one’s ever heard of a development cycle.
I also think in regards to healing people from consoles should be ignored. No offense, but no one seems to use ACT... come to think of it, even on PC most people don’t. Perceptions are so out of touch with what’s really going on in the game.
Self healing is stronger than group healing for the most part. In CP if you’re building right you can get vigor ticks almost as strong as breath of life, two ticks for more.
Hmm, maybe we spend more time watching in game visuals than crutching our addons.
Combat trackers are nice but rely on flawed data because of malfunctioning game performance.
@LadyNalcaryaLadyNalcarya wrote: »Well if the people are healing too much in pvp, then they should adjust healing received from other players in pvp zones rather than nerfing the ability. Because pve healing is also a thing.
Czekoludek wrote: »So healing which required healing staff needs to be reduced but vigor available for all stam builds shouldn't be nerfed? Do we play another game? Last time when i checked pvp stam was pretty much stronger then magicka and you want to shift powet towards stam even further?
Czekoludek wrote: »So healing which required healing staff needs to be reduced but vigor available for all stam builds shouldn't be nerfed? Do we play another game? Last time when i checked pvp stam was pretty much stronger then magicka and you want to shift powet towards stam even further?
I believe it is either ignorance or a tactic to blind the devs. Of course Vigor is a major issue and yes, also magicka builds can have immense self heal. Self heal; that is the issue. Cross healing is another, but self healing together with the damage mitigation we can have right now is the absolute fundamental issue.
It is a priority and then they need to look at cross healing.
Czekoludek wrote: »So healing which required healing staff needs to be reduced but vigor available for all stam builds shouldn't be nerfed? Do we play another game? Last time when i checked pvp stam was pretty much stronger then magicka and you want to shift powet towards stam even further?
I believe it is either ignorance or a tactic to blind the devs. Of course Vigor is a major issue and yes, also magicka builds can have immense self heal. Self heal; that is the issue. Cross healing is another, but self healing together with the damage mitigation we can have right now is the absolute fundamental issue.
It is a priority and then they need to look at cross healing.
Healing isn´t an issue as long as mitigation and max HP can remain reletivily low. A better approach from ZOS instead of going with a 20% healing nerf, would´ve been to adjust the amount of %-based mitigation certain things can offer.
* Sets like impregnable and pariah are severely unbalanced in terms of how much defensive stats they offer. Like, where is my offensive version of impregnable that offers unconditional 30% increased critical damage as a 5 piece? ^^
* Healing can remain strong if HP can remain somwhat low: Me and several others have suggested to add a debuff within battlespirit that adds diminishing returns on all HP above 25k. "For every 5k HP above 25k, it´s effectiveness gets reduced by 50%". I personally would also like to see all heals that scales of max HP to be removed or reworked (ww heal, artic blast/polar wind etc..)
If someone can be brought into execute range (most people can be brought into execute if sitting at around 25k HP, but it will be alot harder if they´re at 35k+), but be allowed to have strong selfhealing, we´ve a much more healthier PvP.
The healing changes brought up by @ZOS_BrianWheeler in the combat and ability category is a perfect reason to reply to this topic again.
Please read the original topic and realize that you´re doing it once again.
Healing is not overperforming across the board.
Stamden, Warden and Stamdk healing on high weapondmg (or HP in case of warden) builds is too high.
Twilight matriarch healing is too high.
All crosshealing is too high.
Healing on a Stamblade or a magDK (defensive healing) in offensive setups - especially in noCP? Hardly worth mentioning and definetly not overperforming.
Across the board healing reduction of 20% (that´s what it is - going from 50% to 40% healing done is a 20% redduction of healing values you see right now on live) will break a lot of builds and classes outright - because healing is not unviversially overperforming (and the ramifications on noCP are actually horrible - and i don´t even play that gamemode).
https://youtu.be/QbOuO1J7gDY
https://youtu.be/T-PL5Gu0YTs Thank you for your detailed post Berenhir you explained the exact issues that I am campaigning against in going to link a short clip of me and my friends running a smaller 6 man Magicka group in which we all also stack radiating regeneration because of how powerful it is and it’s definitely the most efficient way to play right now, healing with 6 constantly stacked regens makes it almost impossible to die. People who call bias on this poll either have no idea how raiding works or just don’t want their crutch removed.https://youtu.be/QbOuO1J7gDY
Czekoludek wrote: »Thank you for your detailed post Berenhir you explained the exact issues that I am campaigning against in going to link a short clip of me and my friends running a smaller 6 man Magicka group in which we all also stack radiating regeneration because of how powerful it is and it’s definitely the most efficient way to play right now, healing with 6 constantly stacked regens makes it almost impossible to die. People who call bias on this poll either have no idea how raiding works or just don’t want their crutch removed.https://youtu.be/QbOuO1J7gDY
TBH problem is not regeneration skill but healing overall. They buffed all sources of healing in Scalebreaker so it could match up the increased dot damage but didn't nerf it when dots got the nerfhammer. So now we have pvp full of immortal characters. Nerfing only rapid would put mag in disadvantage compared to stams